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Sökning: swepub > Konferensbidrag > Göteborgs universitet > Björk Staffan 1973

  • Resultat 1-10 av 57
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1.
  • Dahlskog, Steve, et al. (författare)
  • Patterns, Dungeons and Generators
  • 2015
  • Ingår i: Foundations of Digital Games Conference, 2015. - : Foundations of Digital Games.
  • Konferensbidrag (refereegranskat)abstract
    • This paper analyses dungeons, of the varieties commonly found in role-playing games, into several sets of design patterns at different levels of abstraction. The analysis focuses on mechanical patterns that could be either straightforwardly instantiated or recognized by a well-defined process. At the most concrete level a set of fundamental components were identified, followed by a long list of micropatterns which can be directly instantiated. Shorter lists of meso- and macro-patterns, which can be identified mechanically, are also identified. The direct motivation for this analysis is to find building blocks and objectives for a search-based procedural dungeon generator, however we believe the analysis can be useful for understanding this class of game artifacts in general. In particular, the constraints on patterns being instantiable or recognizable leads to a stricter pattern analysis than many other attempts at analyzing game design.
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2.
  • Björk, Staffan, 1973 (författare)
  • On Making Good Games – Using Player Virtue Ethics and Gameplay Design Patterns to Identify Generally Desirable Gameplay Features
  • 2010
  • Ingår i: Nordic DiGRA.
  • Konferensbidrag (refereegranskat)abstract
    • This paper uses a framework of player virtues to perform a theoretical exploration of what is required to make a game good. The choice of player virtues is based upon the view that games can be seen as implements, and that these are good if they support an intended use, and the intended use of games is to support people to be good players. A collection of gameplay design patterns, identified through their relation to the virtues, is presented to provide specific starting points for considering design options for this type of good games. 24 patterns are identified supporting the virtues, including RISK/REWARD, DYNAMIC ALLIANCES, GAME MASTERS, and PLAYER DECIDED RESULTS, as are 7 countering three or more virtues, including ANALYSIS PARALYSIS, EARLY ELIMINATION, and GRINDING. The paper concludes by identifying limitations of the approach as well as by showing how it can be applied using other views of what are preferable features in games.
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3.
  • Björk, Staffan, 1973 (författare)
  • On The Foundations of Digital Games
  • 2013
  • Ingår i: Foundations of Digital Games 2013.
  • Konferensbidrag (refereegranskat)abstract
    • Computers have lead to a revolution in the games we play, and, following this, an interest for computer-based games has been sparked in research communities. However, this easily leads to the perception of a one-way direction of influence between that the field of game research and computer science. This historical investigation points towards a deep and intertwined relationship between research on games and the development of computers, giving a richer picture of both fields. While doing so, an overview of early game research is presented and an argument made that the distinction between digital games and non-digital games may be counter-productive to game research as a whole.
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4.
  • Björk, Staffan, 1973, et al. (författare)
  • Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
  • 2010
  • Ingår i: Nordic DiGRA 2010.
  • Konferensbidrag (refereegranskat)abstract
    • This paper introduces Undercurrents, a computer-based gameplay tool for providing additional communication and media streams during tabletop roleplaying sessions. Based upon a client-server architecture, the system is intended to unobtrusively support secret communication, timing of audio and visual presentations to game events, and real-time documentation of the game session. Potential end users have been involved in the development and the paper provides details on the full design process.
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5.
  • Olsson, Carl Magnus, et al. (författare)
  • The Conceptual Relationship Model - Understanding patterns and mechanics in game design
  • 2014
  • Ingår i: Proceedings of DiGRA 2014 (DIGITAL GAMES RESEARCH ASSOCIATION). August 3-6, 2014, Snowbird, Utah, USA. - : DIGRA. ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • Rooted in the complexity of purposeful design, this paper embraces a phenomenological perspective of design as both a process and artifact. We use this perspective to interpret why the conceptualization and realization of design intentions can be difficult to achieve and why design is often perceived as a so called ‘wicked problem’. This paper revisits the concepts of game design patterns and game mechanics, arguing that refactoring these concepts is needed to clarify their relationships and motivations. We outline the separation of concerns between them and suggest that an additional contextualizing layer should be added to the discourse. Using this, we define and reflect upon what we refer to as the conceptual relationship model.
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6.
  • Stenström, Christopher Dristig, 1988, et al. (författare)
  • Understanding Computer Role-Playing Games - A Genre Analysis Based on Gameplay Features in Combat Systems
  • 2013
  • Ingår i: Workshop on Design Patterns in Games at Foundations of Digital Games 2013..
  • Konferensbidrag (refereegranskat)abstract
    • A game genre as diverse as that of computer role-playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre. We present an overview of the genre based on clustering games with similar gameplay features. This allows a tracing of relations between subgenres through their gameplay, and connecting this to concrete game examples. The analysis was done through using gameplay design patterns to identify gameplay features and focused upon the combat systems in the games. The resulting cluster structure makes use of 321 patterns to create 37 different subgenre classifications based solely on gameplay features. In addition to the clusters, we identify four categories of patterns that help designers and researchers understand the combat systems in computer role-playing games.
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7.
  • Svensson, Anders, 1979, et al. (författare)
  • Tangible Handimation - Real-time Animation with a Sequencer-based Tangible Interface
  • 2008
  • Ingår i: NordiChi 2008.
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we present the development of Tangible Handimation, a sequencer-inspired animation system for recording and playback of whole or individual parts of animations through direct manipulation and tangible interfaces. The development of the system from a keyboard and mouse set-up, Handimation, is described including a workshop with professionals. Users reported the system as enabling real-time performances and making the animation process more democratic, and based upon their input support for imminent feed-forward information was added to the design.
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8.
  • Zagal, Jose, et al. (författare)
  • Dark Patterns in the Design of Games
  • 2013
  • Ingår i: Foundations of Digtal Games 2013.
  • Konferensbidrag (refereegranskat)abstract
    • Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process.
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9.
  • Widdicks, K., et al. (författare)
  • Backfiring and favouring : How design processes in HCI lead to anti-patterns and repentant designers
  • 2020
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery.
  • Konferensbidrag (refereegranskat)abstract
    • Design is typically envisioned as aiming to improve situations for users, but this can fail. Failure can be the result of flawed design solutions, i.e. anti-patterns. Prior work in anti-patterns has largely focused on their characteristics. We instead concentrate on why they occur by outlining two processes that result in anti-patterns: 1) backfiring, and 2) favouring. The purpose of the paper is to help designers and researchers better understand how design processes can lead to negative impacts and to repentant designers by introducing a richer vocabulary for discussing such processes. We explore how anti-patterns evolve in HCI by specifically applying the vocabulary to examples of social media design. We believe that highlighting these processes will help the HCI community reflect on their own work and also raise awareness of the opportunities for avoiding anti-patterns. Our hope is that this will result in fewer negative experiences for designers and users alike.
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10.
  • Bergström, Karl, 1980, et al. (författare)
  • Exploring aesthetical gameplay design patterns: camaraderie in four games
  • 2010
  • Ingår i: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments. - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.
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